//////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2008-2010, Shane J. M. Liesegang
// All rights reserved.
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//////////////////////////////////////////////////////////////////////////////

#pragma once

#include "Actor.h"

///An Actor which takes up the whole drawing space.
/**
 * A FullScreenActor will resize itself whenever the size of the drawing space
 *  changes. This makes it useful for backdrops, curtains, splash screens, etc. 
 */
class FullScreenActor : public Actor
{
public:
        /**
         * The constructor subscribes the Actor to CameraChange messages and does
         *  the initial orientation to the camera. 
         */
        FullScreenActor();
        
        /**
         * You can lock a FullScreenActor to keep it from tracking the changes to 
         *  the drawing area or camera. When you unlock it, it will snap back to 
         *  taking up the whole screen. 
         * 
         * @param locked whether or not the FullScreenActor should continue to track
         *   camera changes
         */
        void SetLock(bool locked);
        
        /**
         * To check on the lock status.
         * 
         * @return whether or not this FullScreenActor is currently tracking the camera
         */
        const bool IsLocked();
        
        /**
         * An implementation of the MessageListener interface, which listens for 
         *  CameraChange messages and responds appropriately. 
         * 
         * @see MessageListener
         * @param message The message getting delivered. 
         */
        virtual void ReceiveMessage(Message *message);
        
        /**
         * Used by the SetName function to create a basename for this class. 
         *  Overridden from Actor::GetClassName.
         * 
         * @return The string "FullScreenActor"
         */
        virtual const String GetClassName() { return "FullScreenActor"; }
        
private:
        bool _locked;
        void _resize();
};